• Digital 3D Art v9
    6,260 replies, posted
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There's more snipping going on in this thread than at a brit milah.
[img]http://filesmelt.com/dl/space2.gif[/img]
That is really cool looking.
Realtime?
[QUOTE=kirby2112;38185110][IMG]http://www.niggaupload.com/images/i0h1M.jpg[/IMG] ? Image looks blurry in this, but not in the render window. wat. :downs:[/QUOTE] You should try looking up some photos of actual grassy fields and skies, and comparing the colors and values with the ones in your render.
[QUOTE=ZombieDawgs;38228532]Realtime?[/QUOTE] rendered to sprites
[QUOTE=DOG-GY;38229127]rendered to sprites[/QUOTE] That kind of defeats the purpose, doesn't it?
no
Did this for a Gmod server after the guy tells me he knows nothing about how to actually get it in-game... [IMG]https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash4/374777_10152228258665022_1052636714_n.jpg[/IMG]
WIP! My first vehicle model, made for a class assignment. Still a lot of work to be done, but it is coming along. No poly limit for this, so I'm going to try and add as much detail as I can. I'm pleased with how the wheels are turning out. (Ignore the frame around the hood grill thing. I forgot to put supporting edges on it before smoothing/rendering...) [thumb]http://img.photobucket.com/albums/v450/Wlassakbro/3D/Hummer011.jpg[/thumb]
[QUOTE=DOG-GY;38228437][img]http://filesmelt.com/dl/space2.gif[/img][/QUOTE] Hmm. That's a 3D model rendered as a sprite, right? I wonder if it's possible to achieve the same effect in real time.
[QUOTE=paul simon;38223032]I am SO proud of my box, I'm going to sit around and just make renders of it ALL DAY: [img]http://puu.sh/1jJMf[/img][/QUOTE] The corners/edges are too sharp. The UV's for the panels on the side can be rotated, you can clearly see the left panel is just a copy of the right one. Turn it upside down and it becomes harder to notice. edit: Oh snap I didn't know your post was from last page.
[QUOTE=Jack Trades;38233263]Hmm. That's a 3D model rendered as a sprite, right? I wonder if it's possible to achieve the same effect in real time.[/QUOTE] it is
[QUOTE=Jack Trades;38233263]Hmm. That's a 3D model rendered as a sprite, right? I wonder if it's possible to achieve the same effect in real time.[/QUOTE] If you mean for games, then shaders would be the answer.
[QUOTE=DeanWinchester;38233808]If you mean for games, then shaders would be the answer.[/QUOTE] Yeah, probably something like cel-shading rendered at low resolution would produce similar effect. [editline]29th October 2012[/editline] Now I have to try to make that.
[QUOTE=~ZOMG;38225363]Your edges are looking very hard, bro. I'm sure you've seen this a hundred times already, but it applies nonetheless. [img]http://i158.photobucket.com/albums/t92/ddexter2/racer.jpg[/img][/QUOTE] Excuse me, but what am I looking at?
[QUOTE=Jack Trades;38233855]Yeah, probably something like cel-shading rendered at low resolution would produce similar effect. [editline]29th October 2012[/editline] Now I have to try to make that.[/QUOTE] It looks ok in realtime, but the fact of texture compression when going to an engine makes it look worse. Also getting the lines right will be difficult.
[QUOTE=Jack Trades;38233855]Yeah, probably something like cel-shading rendered at low resolution would produce similar effect. [editline]29th October 2012[/editline] Now I have to try to make that.[/QUOTE] There's both cel-shading and pixelation shaders available, I'm guessing it's some kind of mixture between those two. Maybe make it in 3 passes, one where you cel-shade everything to give it the cartoon look, the next to pixelate the cel-shaded "image" and the third a cel-shaded effect in black and white that would then be multiplied by the previous to give some definition the edges.
[QUOTE=Tinter;38234253]Excuse me, but what am I looking at?[/QUOTE] With low poly assets, its recommended to make the high poly model overly smooth. If its realistically sharp it won't catch highlights well, bakes worse, and can alias badly when scaling down. The picture is of two different bakes as they get smaller to show this effect.
would you guys say use the front on this vehicle: [t]https://dl.dropbox.com/u/10565588/Game%20pictures/Tribes2%202012-10-29%2014-37-46-71.png[/t] (Rate agree) or redesign it to be something else, maybe like this: [t]http://www.armyrecognition.com/images/stories/north_america/united_states/wheeled_armoured/m978_a4_hemtt_oshkosh/m978_a4_hemtt_oshkosh_Heavy_Expanded_Mobility_Tactical_Truck_fuel_water_servicing_tanker_United_States_American_640.jpg[/t] Rate clock It's for this model: [t]https://dl.dropbox.com/u/10565588/Pictures/maya%202012-10-28%2020-01-54-72.png[/t]
[QUOTE=TH89;38228582]You should try looking up some photos of actual grassy fields and skies, and comparing the colors and values with the ones in your render.[/QUOTE] I'll do that, but I'm not really trying to make it look real, it's supposed to be more cartoony.
getting good color isn't so much about realism vs stylization, it's just generally important. having more varied colors in your grass, and looking to life for those colors will help you tremendously. also you need to completely replace the sky. it looks like (or is) a default photoshop cloud filter and it's just not working. not only does it read as a flat plane, but it also doesnt read as clouds in shape and color. just looks like 2 colors blurred together. clouds don't saturate the sky's blue color, and the sky isn't nearly that blue to begin with.
[QUOTE=Logithx;38233395][b]The corners/edges are too sharp.[/b] The UV's for the panels on the side can be rotated, you can clearly see the left panel is just a copy of the right one. Turn it upside down and it becomes harder to notice. edit: Oh snap I didn't know your post was from last page.[/QUOTE] It's like none of you guys have ever picked up a newly cut wooden plank before!
is that a joke i cant tell
Okay is there some external uvw unwrapper availible? I've just modeled a low-poly AMC Gremlin and everything fucking overlaps no matter what setting I try. Or better yet, what do you usually do for unwrapping?
unwrap uvw, place seams where i want smoothing group breaks if i'm doing a normal mapped object (if not i just break it up to have the least amount of islands and still look good), relax, tweak if needed, normalize (make all the islands the same texel density), pack by hand starting with the largest islands and work downwards
I'm just frustrated because I just spent the last two and a half hours attempting to make an even slightly usable unwrap to no avail. I'll keep at it though.
what are you trying to unwrap? you should post what you've been able to do
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